[Bf-committers] Ketsji Plugin

Joe Eagar joeedh at gmail.com
Sat Jan 5 19:49:50 CET 2008


Remember there are some quirks with plugin systems.  Especially getting 
plugins to link to host-executable-contained functions is non-obvious on 
windows, though its not all that hard to do.  Don't do the 
pass-structure-of-function-pointers thing, there's no need to; you can 
probably copy the same macros and method used by the texture/sequence 
plugin systems.

Joe

Charlie C wrote:
> Good to hear.
> If an api like the python api were to be written, you could do just
> about anything from plugins. I think the current engine has a lot
> of blender dependences, so in the long run making it conform
> to a exported library would be best.
>
> My idea for this would be to create the space type that functions
> in the same manor as the python space type, and include a programming
> interface to interact with blender.
>
> Charlie
>
> Nathan Letwory wrote:
>   
>> On Jan 4, 2008 9:58 PM, Samuel Anjam <samuel_anjam at hotmail.com> wrote:
>>     
>>>  I think a general game engine plugin space type would be pretty neat. One
>>> day I thought about it with JesterKing (what was his real name again?) and
>>> he had this idea of making a totally general space type for any kind of
>>> plugins. That could work too but it would be a bit more large scale
>>> project...
>>>       
>> That'd be I, Nathan Letwory. Yes, we talked about it, TAK2004 in
>> #blendercoders did some kind of spacetype for this, to test his own
>> engine (which is written in Delphi, if I'm not mistaken!).
>>
>>     
>>> The advantages of a space type would probably be loading up multiple plugins
>>> at once. That could speed up evaluating engines and testing different stuff
>>> with different plugins. Could be efficient.
>>>       
>> Agreed.
>>
>> /Nathan (jesterKing)
>>
>>     
>>>> Date: Thu, 3 Jan 2008 00:10:20 -0700
>>>> From: snailrose at bresnan.net
>>>> To: bf-committers at blender.org
>>>> Subject: [Bf-committers] Ketsji Plugin
>>>>         
>>>> Hey all,
>>>> I'm curious on how everyone wants to proceed in making the game engine
>>>> pluggable.
>>>> I'm in need of refactoring the blender side of the ogre plugin to
>>>> something more permanent,
>>>> and it would be nice to move ketsji to a plugin at the same time.
>>>>
>>>> I had an old test which implemented a new space type. The space type
>>>> managed loading/unloading plugins and provided access to basic ui
>>>>         
>>> features.
>>>       
>>>> This worked good, but I'm not sure if this is the path you all would
>>>> like to take.
>>>>
>>>> What are your thoughts?
>>>>
>>>> Thanks,
>>>> Charlie
>>>>         
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>>     
>
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